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Re: Version 0.11.0

Posted: Fri Oct 31, 2014 10:26 pm
by PalllaX
you are right. That was a miss info that i learned. This article cleared me up.
http://gafferongames.com/networking-for ... dp-vs-tcp/
Use only UDP!

Re: Version 0.11.0

Posted: Fri Oct 31, 2014 10:26 pm
by Xcom
slpwnd wrote:
Xcom wrote:
kovarex wrote: Disabled shooting from a vehicle (capsules can still be thrown).
This one made me so sad. Capsules are more overpowered then car shooting. Cars require some skill and coordination and a very fun tactic for taking down early biter nests. Capsules you just spam out leveling any enemy bases in seconds.

But overall seams stable in single player and works perfect, haven't had the chance to test multi yet.
Tank has machine gun and cannon now. Car might get a small machine gun in the future. Also probably in the future tanks weapons will be changeable the way players' are (but they would be of a different kind).
That sounds really nice. Tested the tank too, felt really nice to drive over those pesky trees for ones.

Re: Version 0.11.0

Posted: Sat Nov 01, 2014 4:30 am
by brice32
Where is the link to download the 0.11.0 and not the 0.11.1 ?
I cannot update it through factorio because I have yosemite and it won't launch.

Thank you

Re: Version 0.11.0

Posted: Sat Nov 01, 2014 6:08 am
by Rakshasa
PalllaX wrote:you are right. That was a miss info that i learned. This article cleared me up.
http://gafferongames.com/networking-for ... dp-vs-tcp/
Use only UDP!
Funny cause factorio is the kind of deterministic game engine where TCP is exactly what you want.

Re: Version 0.11.0

Posted: Sat Nov 01, 2014 7:24 am
by PalllaX
brice32 wrote:Where is the link to download the 0.11.0 and not the 0.11.1 ?
I cannot update it through factorio because I have yosemite and it won't launch.

Thank you

I would rather fixing this than try to play with an older version. You can't play mutliplayer when having an older version.

I only have the 11.0 .exe. Sorry.
Why it won't launch? Did you try to completley remove factorio and reinstall fresh?

Re: Version 0.11.0

Posted: Sat Nov 01, 2014 7:25 am
by PalllaX
Rakshasa wrote:
PalllaX wrote:you are right. That was a miss info that i learned. This article cleared me up.
http://gafferongames.com/networking-for ... dp-vs-tcp/
Use only UDP!
Funny cause factorio is the kind of deterministic game engine where TCP is exactly what you want.
In fact the devs can answer the question about TCP and UDP in best place. They have programmed it :D

Re: Version 0.11.0

Posted: Sat Nov 01, 2014 8:31 am
by slpwnd
PalllaX wrote:
Rakshasa wrote:
PalllaX wrote:you are right. That was a miss info that i learned. This article cleared me up.
http://gafferongames.com/networking-for ... dp-vs-tcp/
Use only UDP!
Funny cause factorio is the kind of deterministic game engine where TCP is exactly what you want.
In fact the devs can answer the question about TCP and UDP in best place. They have programmed it :D
Factorio uses UDP. We have our own "reliable delivery" layer built on UDP to deal with packet loss and reordering issues.

Re: Version 0.11.0

Posted: Sat Nov 01, 2014 2:22 pm
by Nova
It's really important that you write the used protocol (UDP) every time you mention the port. Please insert that into the first post. You will avoid much work for yourself and for your customers. ;)

Re: Version 0.11.0

Posted: Sun Nov 02, 2014 8:33 am
by YuokiTani
kovarex wrote:Hello Factorians.
Changes:
  • Changed the frame_width/frame_height properties of animation to width/height so it is the same as in sprite.
No, No, No - This is horrible for a bigger mod.
i hope search & replace will work, otherwise i can drop the mod.
kovarex wrote:Hello Factorians.
Changes:
Electric turret uses ammo_type directly from its attack_parameters.
this means ammo_type removed on electric turrets, or sections moved ... ?

also you forgot a new sheet / filename - construction in picture section of entitys. (this can't fixed by search & replace)

Re: Version 0.11.0

Posted: Sun Nov 02, 2014 9:43 am
by kovarex
YuokiTani wrote:
kovarex wrote:Hello Factorians.
Changes:
  • Changed the frame_width/frame_height properties of animation to width/height so it is the same as in sprite.
No, No, No - This is horrible for a bigger mod.
i hope search & replace will work, otherwise i can drop the mod.
Yes, search and replace works here, this is how we changed it in base mod in a few seconds.
YuokiTani wrote:
kovarex wrote:Hello Factorians.
Changes:
Electric turret uses ammo_type directly from its attack_parameters.
this means ammo_type removed on electric turrets, or sections moved ... ?

also you forgot a new sheet / filename - construction in picture section of entitys. (this can't fixed by search & replace)
[/quote]
Oh, sorry that we forgot to mention it there. We believe these changes should be done sooner then later, but there shouldn't be so many places where this is needed hopefully.

Re: Version 0.11.0

Posted: Mon Nov 03, 2014 11:43 am
by Punio85
update_error.png
update_error.png (274.61 KiB) Viewed 5173 times

Re: Version 0.11.0

Posted: Mon Nov 03, 2014 12:19 pm
by Phillip_Lynx
Hace you modifyed the core.cfg to get the 0.11.0 to start?
If yes, replace it with theold one or, if you do not have it, deinstall factorio and do a fresh install :)

-- german --
sieht so aus als ob du die core.cfg modifizoert hast, wie das hier im forum vorgeschlagen wurde um die deutsche Version 0.11.0 zu starten. Du musst die alte wieder herstellen bzw factorio deinstallieren und eine komplette Neuinstallation machen :)